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Messages - Necro910

Pages: 1 ... 270 271 [272] 273 274 ... 295
4066
DF Dwarf Mode Discussion / Re: Why are you still here?
« on: April 08, 2011, 08:58:14 pm »
Whatever you do, don't kill him. You should keep him around as a pet of sorts.
Lock him in a 1x1 pit with a window?
That's cruel! What am I, a goblin?
Goblins are baby rapers. Dwarves are abusive show-offs.

4067
DF Dwarf Mode Discussion / Re: Why are you still here?
« on: April 08, 2011, 08:54:18 pm »
Whatever you do, don't kill him. You should keep him around as a pet of sorts.
Lock him in a 1x1 pit with a window?

4068
DF Dwarf Mode Discussion / Re: Maximizing blood loss?
« on: April 08, 2011, 08:53:47 pm »
They die too quickly from serrated disks. I want them to bleed out slowly so I can get my money's worth. :)
Dwarf power  8)

Helmet snakes should help a lot. Bleeding is a short term symptom, but if you make it long term...

4069
DF Dwarf Mode Discussion / Re: Maximizing blood loss?
« on: April 08, 2011, 08:43:27 pm »
I recently modded Dwarf Fortress so that the blood of certain species have different values. Currently, I put the blood of Elves at the highest. The dwarves collect the blood and put it into buckets and sell it for 1000 DBs a bucket. Any ideas so I can maximize the blood loss of elves without killing them?
Helmet snakes? Serrated disks?

You could mod helmet snakes so that instead of minor bleeding, it's hemorrhagic wounds >:D

4070
DF Dwarf Mode Discussion / Re: Best Goblin Execution?
« on: April 08, 2011, 08:32:40 pm »
By bridgeapolt, I asumme you are using goblinoid ammunition?
Nope. We're using booze inside of barrels that are going to ignite at 3 degrees higher than underground temperature.
...Wait, all underground areas are the same temperature?
Suddenly this all makes sense.

Mod the specific barrel creature's raws so that ITS tissue and its tissue alone ignite at 50 urists.
:D

I think that'll get all the elves killed in world gen, then no more elves to blow up?  :-\
Nope. You can set kobold body temperatures so high that they melt themselves and burn their clothes, leaving their daggers and a massive firestorm that kills herbalists and woodcutters, destroying the wood stockpile and carpenter's  shop and everything in it including the carpenter and almost all of your furniture because you decided to embark without a pick.
And leave shrubs and trees.
Yeah, I might know what I'm talking about.
BUUUUUUUUURRRNNNNNN

4071
1.0.3 is out, the shear number of fixes and changes hastened the release time.

* Wrote a guide to the variety of fauna in Corrosion see the read me guide, or the Plant Guide file.
* Rye Seeds are now called rye seeds (used to be wheat seeds)
* Training Depot changed to Weapons Workshop, and one makeshift weapon was added (NightS), Wooden armorplates are now created here.
*Renamed the Metalsmith Forge (formally known as Metalsmith's Workshop) to Blacksmith's Forge. (Thanks to SirAaronIII for noticing)
*Doctor's Workshop - Trains all medical skills. Requires a training dummy for bone setting, diagnosing, and dressing wounds. But animal remains for surgery and suturing.
*Optional mod. Zombies will leak pus everywhere when it rains, without liberal use of DFcleanmap this can lag computers, the creature_zombie_nopus_di replaces the creature_zombie_di file and removes pus, and consequently the rotting effect. (NightS)
*Four plants with dyes, most of them cannot be cooked, or eaten raw.
     *Bloodroot - grows in temperate forests and shrubland, milled for red dye
     *Indigo - Temperate savannas and grasslands milled for expensive blue dye
     *Henna - Any Savanna, grassland, or shrubland, milled for black dye.
     *Turmeric - Any tropical, can be eaten raw, milled for cheap goldenrod dye
*Pistols no longer made at the Metalsmith's Forge (noticed by SirAaronIII)
*Guns in the Gunsmith's workshop have different shortcuts. (noticed by SirAaronIII)
*Dojo should increase skills now.

Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
Oh...

I embarked, and the opening screen is still dwarven.

"After a journey from the Mountainhomes"

"Provide for your dwarves"

Don't know how to fix either of these  :-\
I'll start a new topic to see if anyone knows how to fix it. In the mean time it's going under the acknowledged bugs section on the OP
You're welcome  :)

It might be hardcoded, I'm not sure  :-\

4072
DF Dwarf Mode Discussion / Re: Wow, my first siege...
« on: April 08, 2011, 08:21:45 pm »
I read the stories about Boatmurdered, Headshoots and Syrupleaf (i think that was the last one) and i REALLY wanted to have a super military capable of knocking things 40 tiles and completely destroying in 10-1 battles. Unfortunately that wont happen very often in these versions, though they can be pretty damn good.

if you use cotton candy and danger rooms 1 dwarf can kill an entire siege
1x10=win?  8)

4073
DF Dwarf Mode Discussion / Re: Helmet Snake Farm?
« on: April 08, 2011, 07:20:49 pm »
after making helmet snakes just [PET] rather than an exotic, and giving my dwarves the ability to use any pet race (stolen from the elves), i have the option for them at embark nearly every world i create.

once you do get a breeding pair, you have to do a tiny bit of micromanaging, making sure to forbid their eggs once in the nest box or they'll be shipped off to be used as food. unless, of course, you specify food stockpiles to not include eggs, or just helmet snake eggs (learned that the hard way with my beak dog breeding program...)
I'm going to do it too, for my next world  :)

4074
Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
lol.

Yup. That's confusing.
Spoiler (click to show/hide)

4075
DF Dwarf Mode Discussion / Re: I want the pick back, please.
« on: April 08, 2011, 06:12:45 pm »
If you wait till the water freezes again, then mine out the area so your dwarves have access to the area, they might be able to retrieve the pick, clothes, and skeleton.  The fact that they're still on the stocks menu shows they weren't destroyed, just made inaccessible in the same way objects pushed by water sometimes do.  If your dwarves can reach the area safely, they can reach into limbo and recover the items.
*pulls out bamboo stuck and torches*
READY!

4076
DF Dwarf Mode Discussion / Re: What's your best map in 31.25
« on: April 08, 2011, 05:45:10 pm »
A mountain.
Spoiler (click to show/hide)

4077
DF Dwarf Mode Discussion / Re: Mass Marryaage.
« on: April 08, 2011, 05:32:21 pm »
I think this tends to happen if you haven't had a meeting hall for a long time, and suddenly you build/designate one.  Suddenly they start spending more time hanging out, and the magic happens.
Magic hasn't been implemented yet  :P

4078
So elves are junkies and dwarves are highly toxic and dying of lead poisoning. Any dark secrets for the humans, kobolds or goblins?
Goblins are baby rapers, kobolds are kleptomaniacs, and humans masturbate.

4079
It's so obvious! You know how the elves have tons upon tons of "Rope Reed"? The rope reed must be pot! Pot can be used to make rope, clothing and medicine, so that must also be why they live so long!

It's so clear now!

You mean hemp I guess...

Same thing.  :P
That was my point  :P

4080
And dorfs have crack/crystal meth? There must be SOMETHING in all that booze. Maybe lead.
Maybe it's just booze? And their brains have turned into booze soaked pigtail cloth?
...Dwarves have brains made out of pig tails?
That probably sounds even weirder out of context.
Sig it!  :D

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